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Destiny

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10/14/2014 5:40:44 AM
18

To the Auto Rifle users

Guys. Gals. Stop panicing. It's not the end of the world. Yes, the update tomorrow will change things for AR users. But the change is marginal at best. Everyone is up at arms and angry over absolutely nothing. Let me break things down for you so you can see things more rationally. [b]Base Damage decreased by 2%[/b] - 2% is hardly even enough of a percentage to really concern yourself of. Think of it in 10s. 2% of 10....is 2. Still leaves you with 8. And seeing as the AR still has the highest rate of fire of all primaries, time to kill with the AR will still be the fastest. While it won't be the hardest [i]hitting[/i] gun in the fight anymore, it's still the fastest hitting. You'll still have no problem winning gun fights provided you have some semblence of actual skill. [b]Reduced Precision Damage multiplier from 1.50 -> 1.25 (head shot bonus)[/b] - Same story as above. The difference here is .25%. Marginal. So before it would take you 3-4 shots to a target's head to kill them, now it's take you 4-6. Are your really complaining agout 2 extra shots? You've got 28-33 rounds in your magazine!!! If you're accurate, you won't even notice the drop off. [b]Stability decreased by 4% - 17% (driven by stat value)[/b] - Here's the one I think people are the most upset about. But what people fail to realize is that this only effects your AR according to the value of it's stability stat. The higher it's stability, the harder it'll be hit. Meaning if it has crap stability, it's really not losing much, but for those Regime users (like myself) it's going to incur a 17% drop in stability. Sounds big, right? But you figure majority of us are using the perks that increase the stability to max, right? Guess what? -17% stability to a weapon with max stability STILL puts the Regime ahead of ANY other gun in the game in that department. Again, marginal. In the range you're supposed to fight with an AR, close to medium range...what difference does stability even matter? It's at long range that stability comes into play more...and that's the whole point. AR are NOT supposed to be used at range. So in closing my fellow AR users, calm down. The change is marginal. We'll only slightly have to alter the way we fight. At range, Scouts are going to kick our ass...resign yourself to that here and now. That's how it was meant to be. So close the distance between you and that Scout user and turn his/her ass to swiss cheese.

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  • truthfully I used Shadow Price and I haven't seen much difference in it besides maybe a slight damage out put but other then that nothing else, I prefer to aim down the sights and I have not noticed any accuracy problems so its not much of a big deal to me personally

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  • Your math is wrong. 2 percent of 10 is 0.2, a number so low that when we round it to determine something like damage, it goes away. What you meant to say is that 2 percent of 100 is 2, and since most of the AR rifles did about 100 points of damage on average, we are really talking about shaving 2 points of damage off of every bullet. Honestly if someone dies because of this weapon change, we are looking at a scenario that is so close that they were dead before the weapon change. The precision damage thing is another story. Before what was happening was a 1.5 Multiplier, which meant that if you head-shot something it would do the normal damage and an additional half of that damage again. Cutting this down to 1.25 instead doesn't seem like a lot, but again, if we're talking about 100 points of damage per bullet, which seemed pretty normal to me, we're talking about 25 damage points per bullet, which is a bit of a bigger deal. As for the Stability, this is actually the first thing that I noticed in my little 10 minute excursion to see if the AR was now broken. I used it to mow down a pack of fallen, and what I discovered was that it was a bit harder to single out a member of the pack than it had been before. My issue with all of this is actually with those last two changes. If they were going to change the weapon stability to make it more difficult to achieve a string of critical hits, there wasn't a reason to drop down the damage modifier for critical hits like they did. What they ended up doing was actually make me not want to aim for critical hits with my AR, because most enemies (with the exception of Vex) have their critical points in an area with a lot of open space around it. If I'm going to be wasting 3 out of every 10 shots when I try to go for a string of criticals because they are literally going over the head of what I'm aiming at, that means that I have right off the bat wasted 300 points of potential damage. Given that a critical hit only grants me an additional 25 points of damage, instead of the 50 that it used to, that means that 6 of the remaining 7 hits that I was going for have to actually be critical hits in order for me to break even. When you break it down to simple maths like you did, the real change is that the Auto-rifle now has a specific function, and that is to target large groups of baddies that are bunched together, or specifically target the Vex who have a critical point at centre of mass. The unfortunate thing about doing this with the AR is that that is a function that is really meant to be taken by your heavy weapon, because both the heavy machine gun and Rocket Launcher do this job faster and better. I know why they did what they did. The Auto-Rifle was filling all of the roles that a weapon should fill reasonably well, so there was no reason to use anything else, but what they did pushed it into one box, but also took away it's teeth so that it wouldn't be the best option for that box. When I get back to playing again, I'm switching over to a pulse rifle, because really, small bursts is how I found myself using my Auto-Rifle in patrol anyway. It's kind of sad that I won't have a full-auto mode any more unless I stumble upon a pulse rifle that can be modded in that way that isn't the stranger's rifle (which doesn't do enough damage). It isn't a game breaking change, but it is hard not to see it is a dark storm-cloud of what might be coming next.

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    • I use Auto Rifles in the Crucible and I haven't noticed much of a difference. My Monte Carlo still pops skulls:)

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    • You're speaking solely in PvP terms. In PvE terms, cutting the teeth out of a weapon's critical hit damage can make a massive difference on whether or not a tough enemy can be dropped before it kills you. It can mean a huge difference on dealing with a bullet-sponge Strike boss. PvPers measure their kill speed in mere seconds. PvEers measure their kill speed across the spread of an entire mission, or for the length of time of a high-durability boss fight... we measure in minutes and hours. Not all of us use the Suros Regime. And not all of us are engrossed with shooting other jackasses in The Crucible.

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      • Edited by Tight_Fade9: 10/16/2014 12:50:52 AM
        I started doing the pvp part of the Thorn quest today. I am using the Atheon's Epilogue AR with the void damage. I started before the update and had like 153 points in a fairly short amount of time. I came back to try some more this evening and after the update I can barely kill anything with it. Only chance I have is if I blindside them. If it's a shootout I might as well forget it bc I think I could tickle them for more dmg. The stability is noticeably worse too. Now it may be just this gun. I haven't tried the Suros yet. But I had to stop using it. In all fairness it may be me not syncing well with their server. As I have said before when they "fix" one thing they ruin 1 or more. It seems I take an awful massive amount of dmg now too fairly quickly. I do pretty well in the Crucible normally. I usually get between 1st and 3rd and have a respectable K/D. So I know it's not me being bad or that in a few hours I suddenly forgot how to play. But I'm dropping like a lead balloon now and to me it seems I am really not being hit by much.

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        • Really wish they didn't nerf the Mythoclast so hard it's not even worth using. Literally now the weakest exotic in the game.

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          • TL;DR

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          • I have to say, I use Shadow Price, and I really don't notice any change. I still prefer an auto rifle as my primary for close to mid range and my sniper for mid to long range. Glad scout rifle users can rejoice.

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          • Edited by SuperHornetA51: 10/14/2014 6:19:33 AM
            "2% of 10 is... 2" 2% of 10 is 0.2, ain't hard

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            • After personally taking my Regime...which is fully leveled up mind you...out for a spin post patch, as expected...there's only a marginal adjustment needed to how I used it. I'm still able to drop enemies in PvE fairly fast, and in PvP it's only taking an extra 3-4 shots to bring most Guardians down. I do notice it's harder to keep the gun steady when using sustained fire, even with the Focused Fire perk unlocked, but that's pretty much at range. In medium to close range, I'm still reducing Guardians and enemies to ash same as pre-patch. It just takes 2-3 seconds longer to do so.

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            • I dont really care about it.. I use sniper rifles for long range, and auto rifle on close range.. My AR is giving 300 damage, i can live with 295

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              • bro u should delete this post,you giving them ideas to nerf em even more!!!lol

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                • My auto rifle still pops skulls. All is good in the land of Destiny. But honestly though, those 2-3 shots that have been added is just gonna make it harder countering bum rushing shotgunners.

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                  • It's a 25% nerf to crits not .25

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                    • From my thread that nobody cared about Here is what people don't understand. It takes 4 bullets from the Vex right now to kill somebody, multiply that by 76% (or divide by 34%) and it adds 1-3 extra bullets needed to kill somebody. Also a head shot right now with the Vex gives you 53 damage, the suros only gives you 42. After patch the Vex will be doing around 40 crit and the suros will be doing about 41. So it will be doing 13 less damage per bullet (on headshots) or 52 less damage in 4 shots (what it takes to kill you in PVP) which is one and a half extra bullets. At the rate of fire that the Vex gives you that is close to .5 seconds to 1 second. That's not adding in the added crit damage that the vex is getting. Quit whining, it's a barely noticeable difference and the Vex was subpar in PvE to begin with.

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                    • HOW DID THEY NOT FIGURE ALL OF THIS OUT BEFORE THE GAME IS OUT FOR SALE...ALL OF THE PATCHES SEEM TO TAKE AWAY FROM THE GAME?...WHEN WILL A PATCH ADD TO THE GAME NOT TAKE AWAY

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                      • marginal?marginal? the accuacy of hard light was horrible befor patch,after patch u can dismantle it...

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                        • TL:DR - Another recap on how the patch is not that bad

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